All these issues seem to stem from the decision to reuse areas, both across acts, and, in the case of dungeons, to use differently configured instances of areas as different physical spaces, each represented by the same area map. Likewise, there will be marked but unusable exits. There will be passages within an area that are marked on the map, but are inaccessible – blocked by sealed doors or debris. There will be exits to the area that aren’t marked, even after the player has passed by, or even used, them. But they have a lot of gaps and inconsistencies that a player who is trying to explore secondary content, content that’s there to provide depth to the world and context to the main story.įirst and most obviously, area maps will lie. As presented, these tools are fine for navigating the main quest-line. They’re how she decides where to go next, and what to do when he gets there.
The quest-log, the world map, and the area maps are the primary tools that the designers of Dragon Age 2 have chosen to employ in order to guide the player through the game.
I wanted to take the time to focus on a smaller detail in Dragon Age 2 that feels indicative of the overall lack of polish within the game. A more detailed entry today, rather than a broad ramble.